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Searched refs:PS_BLOCK_AIR (Results 1 – 6 of 6) sorted by relevance

/dports/games/dhewm3/dhewm3-1.5.1/neo/renderer/
H A DRenderWorld.h271 PS_BLOCK_AIR = 4, // windows between pressurized and unpresurized areas enumerator
/dports/games/dhewm3/dhewm3-1.5.1/neo/sound/
H A Dsnd_world.cpp815 if ( (re.blockingBits & ( PS_BLOCK_VIEW | PS_BLOCK_AIR ) ) ) { in ResolveOrigin()
/dports/games/dhewm3/dhewm3-1.5.1/neo/game/
H A DMisc.cpp1984 gameLocal.SetPortalState( portal, PS_BLOCK_AIR | PS_BLOCK_LOCATION ); in Spawn()
H A DPlayer.cpp5081 … newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR ); in UpdateAir()
/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/
H A DMisc.cpp2050 gameLocal.SetPortalState( portal, PS_BLOCK_AIR | PS_BLOCK_LOCATION ); in Spawn()
H A DPlayer.cpp6085 … newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR );